For your texture trouble, the reason is simple: this texture come from my Alamo's texture pack (used for example for the big house), and this texture has changed since beta4. Sorry, I didn't know that some work were relying upon it, and I hope you prefer the beta4 one...

Have you made by yourself the models in the map ? (I'm curious, I want to know if few people are actually using my model's tutorials... if yes, I will eventually write few others )

For your texture trouble, the reason is simple: this texture come from my Alamo's texture pack (used for example for the big house), and this texture has changed since beta4. Sorry, I didn't know that some work were relying upon it, and I hope you prefer the beta4 one..

My solution is also simple. I just copied your textur and changed the name and put it to the other texturs inside my .pk3.

I'm curious, I want to know if few people are actually using my model's tutorials...

Of course. Without it i would have never been able to make .md3 modles. I was rally close to giving up modeling cuz of the "MD3 Meta data". But then i found your tutorial and it helped me imedately.

if yes, I will eventually write few others

I just talked to Barto about it. I will make one but i don't know when. Maybe in a week or in a mounth...

Btw. Your website has helped me many times so keep it up to date and thans for the good tutorials.

I will upload my newest map version tomorrow i figured out the bug with the bots. The Bots just whanted to get a belt (I really ask me why "notbot 1" don't work) inside the weapon store and they couldn't enter it cuz of an no bot clip.

I also would need ideas how to get more fps. I use caulk everywhere where it was possible. I saw your toturails about far-clipping i will try it by time.

I found the way to tank. Do you guys want that I tell it or do you want try find it yourself? (It was old school for me from quake 2 )

Yes the way you send me (via PM) was right. How long did it take you to find it?

Barto was the first who conntacted me (via PM). Here is how he found it.

Then the answer of the main question: HOW I FOUND IT ? i firstly looked in the pk3 to explore files and i discovered the pm order painting and a new model called horse with a nice army texture I played the map a bit with that fps and after that i tried to find where it comes so :

"SV_SetBrushModel: NULL" is caused by an entity that have no brush. All entity should have at least one brush at runtime (things like no-draw-non-solid does not count). This is an engine limitation. By the way a model doesn't have any brushes, it is just a bunch of tris.

When using farclipping on a model, you must:

- First create two brushes : an origin brush (for distance calculation) and one useless physical or visible brush... Usually, I use a very small playerclip brush, cause it's invisible, and I can place it somewhere inside my model. If your model already have clipping brush, just add those weapon/player clip to the farclipping entity.

- Then, make those two brushes one unique func_static and set the key/value pair like explained in the tutorial

- Finally, to add models to your func_static, link them to it, either by selecting model, then the whole entity, then hitting Ctrl-K, or manually by giving a "targetname" to the func_static entity and a "target" to your model that matches this "targetname".

Seeing your screenshots, I guess that you don't have an origin brush part of the entity, OR your origin brushes are not well placed. Have in mind that when you are using "sphere 1000", it means that your entity will not render on screen if the player is farther than 1000 game unit from the entity origin brush.

Finally, it looks like few wall are part of the your farclipped entity. This is not a good idea. Farclipping is designed for small mapobject: things that are not really visible but still have to render tons of tris when you are far away from them. A wall is typically the opposite: there are big and only have few tris, so they are actually still visible when you are far away (so it doesn't make sense to clip them), and they do not eat CPU (a rectangular wall is only made of 2 tris, while most of MD3 have from 150 to 1500 tris).

As you can see, from this place, everything behind those wall are visible, but this can be easily optimized with a good hintbrushing. There are other similar place where it can be done. You can really improve indoor framerate.

However, outside, there are only little things you can do except learn farclipping.

I have found an overdraw, there is a dirt floor under the floor marked as green in this screenshot:

Try to fix it.

You may have hintbrushes along the red line as a start.Your buildings have door thats connect each other, use "areaportal" on those door, and maybe activate door's "return" flag to make them more efficient.